Control device with enhanced control aspects and method for...

Computer graphics processing and selective visual display system – Display peripheral interface input device – Cursor mark position control device

Reexamination Certificate

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Details

C345S172000, C463S037000

Reexamination Certificate

active

06717569

ABSTRACT:

TECHNICAL FIELD
This invention relates to a control device, preferably used to input information into a computer and the like, that has enhanced control aspects, and a method for programming that controller. The control device combines a movable pod, that is sized to comfortably support a user's hand, with control buttons that are easily commanded by the user's fingers and thumb without interfering with pod movement, thereby allowing the user to quickly, simultaneously, and intuitively, command several different aspects of a user application software, such as a game.
In particular, the pod is movable simultaneously in three different directions: forward-and-backward, side-to-side; and axially about an axis. The device also uses the distance the pod is displaced from a neutral position as an additional control parameter for commanding the application software. In addition, control commands associated with the control buttons and movement of the pod may be programmed by the user either “on the fly” or by using a graphical user interface. Also, the device provides feedback to the user regarding the programmed status of each button and available pod movement.
BACKGROUND OF THE INVENTION
Control devices such as mice and joysticks are widely known and used, particularly in computer applications. They allow users to quickly command the application software without the need to key-in information through a keyboard. For example, a mouse permits its user to quickly position a computer's cursor at a desired location on the computer screen simply by moving the mouse around a flat surface. Moreover, the hand movements required to move a computer mouse are easy to learn, intuitive, and can be done over extended periods of time with minimal fatigue. Similarly, tilting-type joysticks, including both base and hand supported models, are frequently used to command computer application software such as video games. Joysticks permit a user to command various aspects of the computer program or game, such as commanded speed, direction, or view, by physically tilting the joystick lever about its tilt axis.
These types of control devices typically include one or more buttons that may be depressed by the user to send additional command information to the computer. For example, double depressing or “clicking” the left button on a mouse typically sends a command to the application software to execute a cursor-highlighted function.
Despite the benefits associated with typical mouse and joystick control devices and their control buttons, they have several limitations that compromise their desirability in certain types of applications. For example, gaming software has evolved into providing a player with highly sophisticated three-dimensional gaming environments, featuring numerous independently operable players, characters, weapons, tools, views, situations, and the like, all of which may be moved and controlled, often simultaneously by commands entered by the user. The typical method for entering these commands includes using a keyboard and mouse or joystick, which often is time consuming, and distracts the user from playing the game.
In particular, using a mouse and keyboard to play these games, the user types in commands on the keyboard and manipulates the mouse or joystick to view the gaming area. For example, most real time strategy games allow “camera” movement within their game worlds. One such game is “POPULOUS: THE BEGINNING,” a real-time strategy game published by The Electronic Arts Company, which provides four degrees of freedom of its “camera” view. In particular, this game allows users to move the “camera” view up, down, left, right, rotate right, rotate left, zoom in, and zoom out. Camera movement is accomplished either through moving the mouse to the edges of the screen or by pressing keyboard keys.
However, using either a mouse or keyboard to change the camera view interferes with the users' gaming experience. While executing camera movement using the mouse, the user cannot direct game action with the mouse. Namely, the user has difficulty changing the view of the game through the camera controls while still manipulating the context of the game. While executing camera movement using the keyboard, the user cannot direct game actions with keyboard shortcuts, and instead must use slower mouse movement.
Moreover, it is difficult to achieve smooth camera control in such games using a keyboard. For example, in “POPULOUS: THE BEGINNING,” camera control is obtained by the user actuating the following keyboard keys during the game:
Keyboard Key
Camera Command
Delete
Scroll Left
Page Down
Scroll Right
Arrow Up
Scroll Forward
Arrow Down
Scroll Backward
Arrow Left
Scroll Left
Arrow Right
Scroll Right
+/= key
Zoom In
_/− key
Zoom Out
In order for a user to obtain the desired “camera” view, they must essentially stop playing the game and enter the desired combination of keyboard keys. This compromises the user's gaming experience.
Moreover, many games require the user to perform selected keyboard entry tasks repeatedly, either throughout the game, or at the beginning of each new game.
For example, in order to place a user in a desirable configuration at the start of the real-time strategy game published by Microsoft Corporation under the trademark “AGE OF EMPIRES,” and more specifically “AGE OF EMPIRES II THE AGE OF KINGS,” it is desirable for the user to enter the following sequence of commands:
Keyboard Key
Associated Command
h
Go to town center
c
Build villager
c
Build villager
c
Build villager
c
Build villager
<F4>
Display opponent summary information
<F11>
Display elapsed time and population information
.
Select first idle villager
b
Build
e
House
This sequence of commands must typically be repeated every time a new game is started. Accordingly, a user is forced to repeat this sequence with each new game, distracting and delaying the user from playing the game. Similarly, other routine series of commands must be repeatedly keyed-in while playing the game, further distracting and interfering with the user's gaming experience.
The keystroke repetition and time delay associated with using a typical keyboard and mouse or joystick controller is caused primarily by the following two limitations with these types of controllers: First, the control buttons of typical mouse and joystick controllers provide only limited commands. And second, the overall amount of command information that can be collected and transmitted by physical manipulation or movement of these typical controllers is limited.
A primary limitation with typical mouse and joystick controllers is that the x and y coordinate information they collect by manipulation of the mouse or joystick is limited to providing only corresponding x and y pointing command information to the application software. For example, if a traditional mouse is moved from one point to another, the total distance the mouse is displaced between the two points is not used as a control command by the user application software. Similarly, while the rotation of some traditional joysticks may send corresponding movement information to the application software, usually as rotational direction control, the physical distance the joystick is deflected from its neutral position triggers no additional control commands.
Control designers have attempted to address the problem of limited control information associated with physical movement of typical control devices by increasing the degrees of freedom of movement of the controllers. For example, see U.S. Pat. No. 5,880,714 to Rosenberg et al (“Rosenberg et al.). and U.S. Pat. No. 5,854,622 to Brannon (“Brannon”). However, these devices require their users to manipulate complex articulated three dimensional linkages (Rosenberg et al.) or move a lever secured by multiple rods about a three dimensional space (Brannon). They do not use information already collected by the controllers, such as basic x and y coordinates, to add an additional control parameter. Accordingly, these

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